Author Topic: I See Blockland Is On Steam, And A New Developer?  (Read 5494 times)

You mean the regular tree? What that have to do with octagons? And how is that hard?
the oct tree is the reason why we can have so many bricks and have them work so well

makes certain faces on bricks hidden by other bricks not render
it helps that happen

a tree that grows octagoons

a system that makes certain faces on bricks hidden by other bricks not render

it basically helps reduce lag a LOT

kompressor also helped with shadows and shaders and low-level engine stuff

he's been a developer since the beginning of retail

I feel kompressor does not get enough credit if I have been playing since 2009 (and demo even earlier) and have never heard of him.

Also, engine needs facelift/replacement, so many issues with it.

EDIT: So is any1 gonna tell me how to connect this with steam?

^
why do those trees look super shaded

they looked like the soft shaders bricks without the shadows lol

It's a picture from Gmod

I feel kompressor does not get enough credit if I have been playing since 2009 (and demo even earlier) and have never heard of him.

Also, engine needs facelift/replacement, so many issues with it.

EDIT: So is any1 gonna tell me how to connect this with steam?
Check the dev thread and the blockland website.

I feel kompressor does not get enough credit if I have been playing since 2009 (and demo even earlier) and have never heard of him.

Also, engine needs facelift/replacement, so many issues with it.
i guess it doesn't count that there are now shaderized graphics and the ability to have 256k bricks that are defined using a custom format does it

i guess it doesn't count that there are now shaderized graphics and the ability to have 256k bricks that are defined using a custom format does it

I haven't been gone THAT long. I was here for the shaders update.

And like I said, still many issues/limitations.

And like I said, still many issues/limitations.
which ones are you talking about

this is a pretty good engine

not saying there are no issues but the perks outweigh them p well
« Last Edit: December 19, 2013, 04:15:28 PM by otto-san »


which ones

I'll give 2. Poorly optimized shaders and you can only see a limited amount of lights at a time.

This engine is very old, code needs to be replaced/facelift.

vehicle physics is a big one

I'll give 2. Poorly optimized shaders and you can only see a limited amount of lights at a time.
the latter is valid but i'm 90% certain that's an opengl limitation. this doesn't mean there can't be something done about it though.

with the first one you need to keep in mind that you have a possible 256k bricks to plant

find me one engine that can do what blockland does with its bricks. keep in mind these have to be non-static objects, aka not counting terrain or fixed decorative features or anything that isn't removed, added, or altered midgame.

though there is validity to the complaint, the possibility for improvement regardless of what engine we're working with is slim

vehicle physics is a big one
yes, i agree

This engine is very old, code needs to be replaced/facelift.
again i would direct you to the constant facelifting that has been occurring and the work involved in replacing this engine
« Last Edit: December 19, 2013, 04:23:07 PM by otto-san »

the latter is valid but i'm 90% certain that's an opengl limitation. this doesn't mean there can't be something done about it though.

with the first one you need to keep in mind that you have a possible 256k bricks to plant

find me one engine that can do what blockland does with its bricks. keep in mind these have to be non-static objects, aka not counting terrain or fixed decorative features or anything that isn't removed, added, or altered midgame
yes, i agree
again i would direct you to the constant facelifting that has been occurring and the work involved in replacing this engine

Heres an easy one: (and if it's already implemented, then there are other areas that need SERIOUS optimization)
When bricks of same properties (such as color) are stacked on each other (as long as they are attached), should be shaded (and rendered in general if you want) as a single brick of whatever size/shape it is.

How about we update OpenGL to remove that other limitation? Also I see that CryEngine and some other engines can shade much more efficiently than block land.

I just found an option allowing for 120 FOV.

WHY

Heres an easy one: (and if it's already implemented, then there are other areas that need SERIOUS optimization)
When bricks of same properties (such as color) are stacked on each other (as long as they are attached), should be shaded (and rendered in general if you want) as a single brick of whatever size/shape it is.
i'm pretty sure this is where the oct tree comes into effect, and i'm also pretty sure the calculations to do this would eventually cause more issues than necessary

How about we update OpenGL to remove that other limitation?
i think it's an issue with the kind of light, idk if updating opengl is worth it/would even help. i'm not an expert on that though

Also I see that CryEngine and some other engines can shade much more efficiently than block land.
keep in mind these have to be non-static objects, aka not counting terrain or fixed decorative features or anything that isn't removed, added, or altered midgame.
also keep in mind again the amount of work necessary to implement bricks in as good a way as they are now


I just found an option allowing for 120 FOV.

WHY
because some people play on weird way2big widths or something
« Last Edit: December 19, 2013, 04:31:41 PM by otto-san »

I feel kompressor does not get enough credit if I have been playing since 2009 (and demo even earlier) and have never heard of him.

I feel like you suck at paying attention if people who have been playing for the same amount of time can figure out who kompressor is since he posted the shader update thread.

I just found an option allowing for 120 FOV.

WHY

Because an FOV of 90 is the bare minimum for playing a game in first-person without having it look like you're trying to play through a pair of binoculars.